Did you find Surface Tension lacking? The answer: Surface Tension Uncut

@Mods: Be kind please, I’m trying to spread the word. Leak-free is a ghost town.

Introduction[/SIZE]

I’m sure many people, myself included, found the final section of Surface Tension in Black Mesa lacking in some respects. Rightly so, the Black Mesa devs cut out an entire map from HL1’s version and the scene with the Gargantua was hastily pasted onto the end of Black Mesa’s Surface Tension. Lots of rumours fly around that the reason the ending of Surface Tension was so rushed is because the developer left halfway through, and the evidence in the mapping certainly supports this, but I have no conclusive proof. It’s a shame because the rest of Surface Tension was brilliant in almost every single way, it felt wrong for there not to be this fitting, grand conclusion to what basically amounts to the climax of the entire game.

No more. After the initial disappointment of the ending of Surface Tension, I took it upon myself to personally rectify this. This thread is to advertise my mod, Surface Tension Uncut, which adds back to the chapter what the Black Mesa devs left out.

I strongly felt that the omission of the cut map really harmed the storytelling element of the game, and lessened the impact of Forget About Freeman, as well as removing some iconic scenes from the first game. Seeing all the battles between the aliens and the HECU in Half-Life was one of the most awesome features of Surface Tension, and was definitely missing from Black Mesa. It also tied the story together - it simply made sense in Half-Life’s Forget About Freeman when the military decided to pull out, but it didn’t really have the same effect in Black Mesa due to the lack of fighting between the military and aliens as observed by the player.

You can find the leak-free thread for this mod here (by far the most viewed thread on that subforum, 114 pages of discussion and counting!)
You can find my ModDB page here.

About Surface Tension Uncut[/SIZE]

This project has been in development for 3 months now, and it’s finally complete. Having finished developing this mod, I now feel comfortable releasing it to the general public. It’s been EXTENSIVELY tested with an exhaustive dialogue with the community on leak-free - there have actually been 9 community beta versions already. We’ve all worked hard to absolutely bring these maps up to standard, and I personally strongly feel they are every bit as good as anything Black Mesa has delivered.

This mod is an add-on to Black Mesa. When you install it, it adds 3 maps to Black Mesa’s Surface Tension chapter, which slot in naturally with the rest of the campaign. It must be added to an existing installation of Black Mesa, and as such requires Black Mesa to work. The maps link seamlessly into Black Mesa’s campaign and restore Surface Tension to its former Half-Life 1 glory, possibly even beyond it. I’ve worked hard to dramatically expand the scope and vision of the map, and deliver the grand climax which Surface Tension deserves.

Here’s a brief description of the way in which my mod works:

Downloading and playing[/SIZE]

Latest Version: 1.11 (Hotfixed) - Final Release. Download here.[/SIZE]
[COLOR=‘Red’]I URGE YOU TO READ THE README AND THE INSTALLATION INSTRUCTIONS BEFORE USING MY MAPS. I WILL NOT BE HELD RESPONSIBLE FOR ANY PROBLEMS WHICH COULD HAVE BEEN SOLVED BY READING THE README.

Bear in mind that my maps replace some stock Black Mesa content, so back up stuff you’re not prepared to lose.

Read the readme for detailed installation instructions, but otherwise, simply extract the contents of the zip to your BMS folder and play Surface Tension. Everything else works perfectly on its own.

Media (Screenshots/Videos)[/SIZE]

Click here for a walkthrough of all 3 maps with a developer commentary from me. I strongly recommend that you watch this, to gain insight into my reasoning for changes and certain bugs. This video is a little outdated (1 or 2 versions old), but the basic design of the mod hasn’t changed much since then.


The first major part of my mod. Dramatically expanded and darkened from HL1’s version, as well as given a proper theme. This large multi-story carpark sets the scene for large scale battles you will be seeing throughout ST Uncut.


Top floor of the parking lot. The combat encounter which takes place here is especially fun, and is an entirely new encounter not seen in the original.


The “street battle”. The player gets a top down view of a deadly battle between the HECU and Aliens. The vent on the left hand side of the picture is where the player will encounter Snarks, and also the revised “vent drop” scene.


The Garage after the vent drop. Fairly significantly changed from its HL1 counterpart, but visually consistent with the other garages seen throughout Black Mesa’s Surface Tension. Also home to a reimagined “ambush” involving explosives.


COMPLETELY re-imagined TOW courtyard. The original’s design was very bland and generic, and I’ve given it a serious overhaul. Also take note of the expansive 3d skybox, which really helps to provide a sense of scale.


Alternate view of the TOW courtyard.


The warehouse in Half-Life 1 was home to a large scale battle between the HECU and the Aliens. It’s been re-imagined into an outdoor battle to allow for some impressive aerial set pieces. This battle is the highlight and climax of the first map.


The “Abrams Battle,” which in HL1 was a very nicely scripted outdoor battle which the player is privy to. In my mod it’s the setting for an extremely large scale battle involving multiple aerial elements, ~25 ground units (in waves), and a tank. An awesome battle made even more epic by use of Joel Nielsen’s unused On A Rail track.


Alternate shot of the same area, later on during the fight.


The rooftops the player must climb onto after the battle is one. This area is home to a new Sniper encounter at long range and provides another great sense of scale.



2 shots of the re-imagined “Furnace Room,” now home to a new puzzle.

What’s next?[/SIZE]

Now that Surface Tension Uncut is done and dusted, I’ve moved my focus to the other extremely cut chapter in Black Mesa - “On a Rail”. I’ve just today started work on OaR Uncut and expect to have it completed within roughly the same timeframe. It aims to restore OaR to its former length/glory whilst also maintaining the same redesigning principles which Black Mesa gave it. I may or may not combine ST Uncut with OaR Uncut to create “Black Mesa Uncut,” which will be an unofficial expansion to the game.

Frequently Asked Questions (FAQ)[/SIZE]

Q: How does this affect my Black Mesa campaign, or more specifically, Surface Tension?
A: My map expands gameplay in Surface Tension by 30 - 45 minutes. It ADDS to what’s already there. None of Surface Tension is affected aside from C2A5G, which in Black Mesa’s version of Surface Tension, is the very last map.

Q: I see you’ve included the first map of Forget About Freeman in your release. Why? Do I have to install it?
A: If you want the maps to link up with the rest of the campaign, then yes. It’s to do with the way Source handles level changing. Linked maps must contain references to one another. Forget About Freeman’s first map (C3A1A) originally had links to C2A5G (the last map of ST under the BM Dev Team’s version). With my extensions, Forget About Freeman is now linked to C2A5I (which under MY version is the last map of Surface Tension). I didn’t change anything else on Forget About Freeman aside from the map linkage. You don’t HAVE to install it, but C2A5I will crash once you complete it if you don’t.

Q: Will this be integrated into Black Mesa properly, or remain a fan project?

A: I don’t know! If the devs approach me asking if they can use my stuff, I’m sure as heck going to say yes! I’d be very proud if something like that were to happen. But I have no plans to approach them.

Q: Why was Surface Tension cut so badly?
A: The mapper left halfway through the project, and there are probably other reasons too. Either way, I don’t blame the team. The rest of Surface Tension was actually brilliant, the biggest problem was it didn’t have a fitting end like it did in Half-Life 1.

Q: How do I install this?
A: Read the readme.

Credits[/SIZE]

-The Black Mesa dev team for creating such an astonishing game with fantastic maps, especially their Surface Tension chapters!
-Valve for creating the amazing Half-Life universe in the first place, and their groundbreaking series.
-Me (Text FAMGUY1) for all the mapping and design, I did this pretty much all singlehandedly.
-One Free Man (from Facepunch) for fixing the UV mapping bug on one of the stock Black Mesa models for me.
-Mbit, for figuring out the solution to the Osprey pieces doing damage, and proposing a few architectural changes.
-Ronster for helping me get the satchel pipe scene to work properly.
-Conti, for his amazing photoshop mockups and effort on my behalf.
-CFoust for creating Propper, a very useful tool which I’ve made good use of. If you’re a mapper, check it out!
-Joel Nielsen for his awesome music, one old song of which I used in this map set.
-The community at large (particularly Tian Wang (Wangman), Ronster, Dadster, and JessieStorm) for providing me with tonnes of feedback and giving me tips and tricks on how to make things work and how to design areas.

BM forums as a whole ain’t very active these days, it’s a few months after the first release after all, once it gets back on track just as the first Deathmatch update arrives, it will sure hell get alive again.
And I truly hope this becomes official… but I wonder what the devs think of this, they are either mad due to someone messing with their stuff, or they are “woah”
I mean, it’s indeed of very high quality but there might be some advertising issues.

Black Mesa should have a map download section, for all the good maps made for dm after release

looks good,

I recommend you advertise here or here (both need registration)
If you do it here, the only time you’ll get attention is when theres a new update for Black Mesa.

My antivirus found a virus in the download (called Reveton!lnk). I’m pretty sure there’s no virus, but why did it detect it?

@EDIT
The fuck, I got a typical “you have pirated software, pay here and here” overlay virus… that’s not good.
@EDIT2
After restarting the compute everything was fine, I redownloaded it and there was no virus this time… I dunno, maybe it was some virus in ads.

I completed added sections, and they are done very well, “Semper Fi my ass” was the best part xD The garg still needs improvement, it smashes through the first tank too easily and when it smashes the gate leading outside, its arms clip though the wall when garg passes through.

I am quite disappointed regarding the removal of this thread from the “Cafeteria”.

Even though I am more than willing to accept the current information/media/comment blackout by the Devs (hopefully due to an NDA signed by/w Valve), I am having a very hard time understanding this “Move”.

Srsly, why would anyone try to undermine the distribution of this VERY high quality “job-well-done”
by Text at this current point in time? His contribution(s) are basically holding this Community together at the moment and the least you could have done, is allowing him to spread the word within the forums.

Is it just me?

Edit: :frowning:

There’s no media blackout, it’s just that the Devs who actively responded to us before are retired now. Only a small few are out there somewhere, working on Xen.

Thx for the clarification, mate :freeman:. Perhaps, I should boil my previous post down to the point I was trying to make:

Is anyone else unhappy with the silent removal of this thread from the cafeteria?<<<

Clearly, the developers are afraid that it’ll become public knowledge that a single competent individual is capable of substantially improving their ten years worth of work in a couple of months.

All trolling aside (looking at you maxwell :meh :slight_smile: , I agree that it was pretty stupid to move this from the Cafeteria.

Thx for confirmation, bur! :slight_smile: I had a strong feeling that it was not just me…

inb4: I don’t want to start a flame-war against the mods at all! I merely dislike obvious injustice and insufficient recognition.

Wow!
Rockpapershotgun.com:https://www.rockpapershotgun.com/2013/01/09/mod-a-mod-surface-tension-uncut-beefs-up-black-mesa/
Pcgamer.com: https://www.pcgamer.com/2013/01/10/black-mesa-surface-tension-mod/

Woah woah woah, less of the animosity. There’s no conspiracy here. The Cafeteria is and always has been ONLY for threads pertaining to the development and use of the mod itself. This is the reason the thread was moved. It’s not an attempt to belittle the wonderful work that has gone on in this sub-forum over the last few months. An appropriate place that might get more exposure is the Show Off thread and I’m more than happy to move it if Text is happy with that.

Additionally, there are a few posts up there that I would normally have deleted and maybe even handed out infractions due to their aggressive nature towards the devs (who had nothing to do with the move) and the mods. I didn’t do this as I felt it would only aggravate the situation but please remember that if you have a problem with the actions of a moderator or a developer either use the Report button or if that isn’t suitable send us a PM.

I would say that it’d get more exposure in the cafeteria, what with it being the most active section, but then again Rock, Paper, Shotgun and PC Gamer is way more than enough.

^^ … I wasn’t aware of those two articles until now… thus, I gladly withdraw my objections…

Wouldn’t Show Off be a more appropriate section? Especially since this already has a thread in Leak-Free.

This thread is about the mod itself. BM lacked one of the most important parts of HL1 for a lot people … and this thread’s title states exactly that. And this thread includes a fix. Nothing more. As many other threads in the Cafeteria do.

And as with many other threads posting a fix for bugs, glitches, gameplay issues this was a thread for fixing a serious issue of BM.

Wondering why other threads like “add these lines to change gameplay” are allowed but “add these files to fix BM” are not?

Maybe because this isn’t official dev work? Sure, it’s definitely quality work, but not their work.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.